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blankseplocked new siege module / balance out supercaps
 
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Labana
Posted - 2011.08.18 10:11:00 - [1]
 

Edited by: Labana on 18/08/2011 10:18:10
It would be nice if you can make a siege T2 module for dreads
make it have 3125 instead of 625 % more firepower but
restrict the guns when the T2 siege is active to only be
able to fire at super-carriers and titans, if you want to shoot other stuff
use the T1 siege module and get 625% like it's right now
other wise you get dreads that alpha carriers and just create a new problem.

Maybe even make it skill related "Tactical Weapon Reconfiguration" per lvl
you gain 625% firepower so at IV it be 2500% and at V it be 3125%
you can alway's change to %'s to make it more game balanced.
give peaple a reason to study "Tactical Weapon Reconfiguration" to lvl V

It will make the dreads more usefull give them back there old job
(KILL BIG STUFF)
and will stop the all win button of super fleets becouse they can be killed

Maybe enemy bring 200 supers you bring 250 dreads you loose all dreads but
kill 20% of there supers they can maybe win 3 of those fight's
but at fight 4 they will have lost all 200 supers

You guys at CCP are always looking for a good isk-sink here you got it,
hundered of dead dreads and hundereds of supers killed.
big fight's big stuff dying..

Also as it is right now you run the risk if 1 major co-allition
get a supercap advantige over all the other groups,
that they get a monopoly right on supercap production.

Now you need supercaps to fight supercaps, making low-sec alliances that
might not have that many supercaps since they are unabble to produce them,
never realy get a fair chance on making it in 0.0 conditions,
with the dreadnought beng abble to be produced in low-sec they can have a
fighting change at getting there own corner in 0.0 and fight the big
alliances there supercap fleets and actualy gaining there own solar systems.


Siege Module II
Max Velocity Bonus
-100 %
Activation time / duration
600000 s
Damage Multiplier Bonus
3125 %
Tech Level
5
Scan Resolution Bonus
-75 %
Consumption Type
Strontium Clathrates
Consumption Quantity
500
Tracking Speed Bonus
-50 %
Explosion Velocity Bonus
-60 %
Armor Repair Bonus
100 %
Armor Repair Duration Bonus
-50 %
Disallow Activation In Warp
1
Max Group Fitted
1
Shield Boost Bonus
100 %
Shield Boost Duration Bonus
-50 %
powergrid usage
100,000 MW
CPU usage
100 tf

An electronic interface designed to augment and enhance a dreadnought's
siege warfare abilities. Through a series of electromagnetic polarity
field shifts, the siege module diverts energy from the ship's propulsion
and warp systems to lend additional power to its
offensive and defensive capabilities.

This results in a tremendous increase in damage, as well as a greatly
increased rate of defensive self-sustenance. Due to the ionic field
created by the siege module, remote effects like warp scrambling et al.
will not affect the ship while in siege mode.

This also means that friendly remote effects will not work while in
siege mode either. In addition, the lack of power to locomotion systems
means that neither standard propulsion nor warp travel are available to
the ship nor are you allowed to dock until out of siege mode.

By using reversed-engineered Sleeper technology and advances in
the rate of series of electromagnetic polarity field shifts,
is pushed further than its normal operating procedures it's only able
to fire at the biggest ships in the universe,
or it will fully overload and destroy the ship, safety protocals have
been put in place to prevent this by only letting the weapons
fire at Titan class ships and Super-Carrier class ships.

Note: A siege module requires Strontium clathrates to run and operate
effectively. Only one siege module can fitted to a dreadnought class ship

Tactical Weapon Reconfiguration IV
Advanced Weapon Upgrades V
Weapon Upgrades V
Gunnery IV

Labana
Posted - 2011.08.18 10:15:00 - [2]
 

Siege Module I
Max Velocity Bonus
-100 %
Activation time / duration
600000 s
Damage Multiplier Bonus
625 %
Tech Level
1
Scan Resolution Bonus
-75 %
Consumption Type
Strontium Clathrates
Consumption Quantity
500
Tracking Speed Bonus
-50 %
Explosion Velocity Bonus
-60 %
Armor Repair Bonus
100 %
Armor Repair Duration Bonus
-50 %
Disallow Activation In Warp
1
Max Group Fitted
1
Shield Boost Bonus
100 %
Shield Boost Duration Bonus
-50 %
powergrid usage
100,000 MW
CPU usage
100 tf

An electronic interface designed to augment and enhance a dreadnought's
siege warfare abilities. Through a series of electromagnetic polarity
field shifts, the siege module diverts energy from the ship's propulsion
and warp systems to lend additional power to its
offensive and defensive capabilities.

This results in a tremendous increase in damage, as well as a greatly
increased rate of defensive self-sustenance. Due to the ionic field
created by the siege module, remote effects like warp scrambling et al.
will not affect the ship while in siege mode.

This also means that friendly remote effects will not work while in
siege mode either. In addition, the lack of power to locomotion systems
means that neither standard propulsion nor warp travel are available to
the ship nor are you allowed to dock until out of siege mode.

Note: A siege module requires Strontium clathrates to run and operate
effectively. Only one siege module can fitted to a dreadnought class ship

ThisIsntMyMain
Posted - 2011.08.18 11:12:00 - [3]
 

Originally by: Labana
Edited by: Labana on 18/08/2011 10:18:10
but restrict the guns when the T2 siege is active to only be able to fire at super-carriers and titans, if you want to shoot other stuff use the T1 siege module and get 625% like it's right now other wise you get dreads that alpha carriers and just create a new problem.



Would it not be simpler to fix the tracking penalty so that we could actually use the current siege module to actually hit an SC or Titan ?

The issue with dreads & the siege module isn't damage output. Its the tracking, which means if the target ain't stationary, the guns are next to useless.

Ding Charvez
Posted - 2011.08.18 11:38:00 - [4]
 

Originally by: ThisIsntMyMain
...Would it not be simpler to fix the tracking penalty so that we could actually use the current siege module to actually hit an SC or Titan ?

The issue with dreads & the siege module isn't damage output. Its the tracking, which means if the target ain't stationary, the guns are next to useless.


/ This!

Does it matter if you miss SC/Titan with 5.000 dmg or miss them with 25.000 dmg, if they can speedtank your dread in siege mode.

Hirana Yoshida
Behavioral Affront
Posted - 2011.08.18 12:10:00 - [5]
 

Originally by: ThisIsntMyMain
Would it not be simpler to fix the tracking penalty so that we could actually use the current siege module to actually hit an SC or Titan ?...

Problem is that by tweaking tracking you risk sub-caps becoming even more 'lol' in a capital fight.

CCP needs to figure out if SCs should be viable against capitals or structures first and foremost .. the fact that they do everything at once is what makes Dreads useless.

Random Idea (been voiced before I believe):
Have two modes of operation for Dreads, one as current with +damage/-tracking and one beam mode (think ion-frigates from Homeworld).
- Normal mode does not have immunity so Dread can receive RR and be hit by eWar.
- Beam mode applies damage (effectively infini-tracking) and ramps up output over time (4-5 ticks@30-60s or so).
Signature dependent damage output so practically useless against sub-caps and majority of structures.

Labana
Posted - 2011.08.18 21:26:00 - [6]
 

ok than remove the tracking penalty from the T2 siege module
been keep it restricted to only be abble to shoot at
Titan and super-carrier class ships

than they can fight the supercaps but stil not create
the problem of a dread alpha bs and carriers

you wanne be abble to shoot those type of ships you have the use
the siege T1 module

URDEAD2ME
Rage and Terror
Against ALL Authorities
Posted - 2011.08.20 03:04:00 - [7]
 

make it alot easyer than all that make it so dreads can fit 4 guns and has the damge bonus all time without the need to fit siege mod at all. and tweak the tracking so they can hit sc and titans anything smaller they wont touch .

TImora Fosty
Warhamsters
Posted - 2011.08.20 09:28:00 - [8]
 

Activated Siege warfare module should set dread's scan resolution to very low value, so that it can only actually loc something really big.

Gypsio III
Dirty Filthy Perverts
Posted - 2011.08.20 11:10:00 - [9]
 

Originally by: Ding Charvez
Originally by: ThisIsntMyMain
...Would it not be simpler to fix the tracking penalty so that we could actually use the current siege module to actually hit an SC or Titan ?

The issue with dreads & the siege module isn't damage output. Its the tracking, which means if the target ain't stationary, the guns are next to useless.


/ This!

Does it matter if you miss SC/Titan with 5.000 dmg or miss them with 25.000 dmg, if they can speedtank your dread in siege mode.


The tracking is fine. A dreadnought only has problems tracking a supercap when it's orbiting at speed within 10 km.

Rrama Ratamnim
Posted - 2011.08.21 02:19:00 - [10]
 

+1 likey


 

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